WiP in WiP, post your screenshots!

Shogun

L6: Sharp Member
Jan 31, 2014
260
221
I get bored easily...

8WqAP6C.jpg

Not a fan of the broken wood on top of concrete the control point is on. It looks odd to me.
 

SSX

aa
Feb 2, 2014
392
411
Not a fan of the broken wood on top of concrete the control point is on. It looks odd to me.

Well it's supposed to be an area that was under construction then one day just stopped. I don't know exactly how else I'd be capable of making it look that way.
 

wareya

L420: High Member
Jun 17, 2012
493
191
It looks too broken and less like construction just stopped. You should check out some framing reference images first. Even the most incompetent of builders make a frame before paneling it.
 

Egan

aa
Feb 14, 2010
1,378
1,724
These are the voyages of the Starship Devtexture.

nPh3TFA.jpg

This gameplay area looks very open. Keep in mind that many people will choose the path of least resistance, not many people will go to the outer edge, even if you happen to fluff it up with pickups. In a similar fashion there was a KotH map about 6 months ago that was set up in a V shape, and they somewhat fixed the issue by making the apex of the V the high-ground above the point, made it necessary to take control of the point section.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Well it's supposed to be an area that was under construction then one day just stopped. I don't know exactly how else I'd be capable of making it look that way.

Make the concrete not flat but make it have little bumps. These bumps show that the concrete at the incomplete areas wasnt finished yet. Using that trick you can actualy make some of the wooden parts go underneath the concrete showing that the concrete went over the wood.

However, technicaly thats still an odd thing to do since usualy they use metal for that since the wooden parts can still rot easily in concrete (since concrete is wet and thats not good for wood, and although metal does rust its easier to protect that against it). (or whatever other reasons, anyway i have never seen wood being used that way)
But look how pretty it looks :eek:
Detail shouldnt distact the players and also help in the gameflow. At those areas i cant realy tell if they are able to walk on the areas of screen 1 and 3. If they can walk it should be more clear yet at the same time, if they cant walk it also should be clear. Although 1 rocket jump can be enough to find out, im sure that many arent just going to be soldier to find that out.
This means if it can be reached that people initialy wont know it can be used, or if it cant be reached, people would still pay attention since they dont know if someone would go there.

Only on the 2nd screen its clear enough and to me that area is nicely detailed.
 

Dain

L3: Member
Oct 21, 2009
106
43
This gameplay area looks very open. Keep in mind that many people will choose the path of least resistance, not many people will go to the outer edge, even if you happen to fluff it up with pickups. In a similar fashion there was a KotH map about 6 months ago that was set up in a V shape, and they somewhat fixed the issue by making the apex of the V the high-ground above the point, made it necessary to take control of the point section.

Thanks for the tip! I don't think it'd be a good idea to put a high ground on the apex of this map's V, because the sightline would be ridiculous. How about on top of the curled corridors going round the edge?

Also, do you happen to have the name of that KOTH map? I'd like to study it.
 
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Egan

aa
Feb 14, 2010
1,378
1,724
Thanks for the tip! I don't think it'd be a good idea to put a high ground on the apex of this map's V, because the sightline would be ridiculous. How about on top of the curled corridors going round the edge?

Also, do you happen to have the name of that KOTH map? I'd like to study it.

As mentioned, the area looks a little bit open and flat, which usually equates to boring gameplay. You may want to move those curly walls in closer, and make them a route from the balcony, idk if you planned that already - but you can make them similar to the routes from the upper walkway to the crates on granary.

DUKA3fQ.png


Here's the map I was thinking of, I guess it was a little bit longer than 6 months ago.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
My suggestion to make outer parts used more often is to allow a better setup for an engy camp. Basicly focussing the outer parts on a 1way route similar to the blue 1 way path in badwater near the V at CP4 aswell.

It might not make it the main path, but it creates a strong pushing position once an engineers sets his base there.
 

Dain

L3: Member
Oct 21, 2009
106
43
How about something like this?

Gf54DVi.jpg


The area behind the curly corridor would give a safe place for engineers to build a nest. Also yes, you can jump from the balcony to the roof of the curly corridor. I'll have to add some cover to the inside edge so it doesn't make snipers completely OP though.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Even worse! Then you're attracting players attention to an area for no reason whatsoever.

It's out of bounds. While I wouldn't say that you're wrong about detail dnsity, I did try to keep the silhouettes of the buildings fairly intact despite the noise of the framing. That, and the main gameplay doesn't take place near these buildings at all.

I'll probably simplify them a bit if I decide I don't like them, but I don't personally find it to be a big issue.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
533
802
We played your map today Idolon, and it was honestly not even distracting. Its way above player height and it looks okay when viewing it from other angles. So I wouldn't worry about it.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
I was just looking through my screenshots, and realized how beautiful TF2 lighting really can be, with just a simple spotlight.
(Don't worry, I moved the spotlight down lower for b3 so it's not clipping with the bridge above)

nPgr8iw.jpg